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1 /*
2 ===========================================================================
3
4 Doom 3 GPL Source Code
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 
6
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).  
8
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17 GNU General Public License for more details.
18
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code.  If not, see <http://www.gnu.org/licenses/>.
21
22 In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code.  If not, please request a copy in writing from id Software at the address below.
23
24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
25
26 ===========================================================================
27 */
28 #ifndef __GAME_BEARSHOOT_WINDOW_H__
29 #define __GAME_BEARSHOOT_WINDOW_H__
30
31 class idGameBearShootWindow;
32
33 class BSEntity {
34 public:
35         const idMaterial *              material;
36         idStr                                   materialName;
37         float                                   width, height;
38         bool                                    visible;
39
40         idVec4                                  entColor;
41         idVec2                                  position;
42         float                                   rotation;
43         float                                   rotationSpeed;
44         idVec2                                  velocity;
45
46         bool                                    fadeIn;
47         bool                                    fadeOut;
48
49         idGameBearShootWindow * game;
50         
51 public:
52                                                 BSEntity(idGameBearShootWindow* _game);
53         virtual                         ~BSEntity();
54
55         virtual void            WriteToSaveGame( idFile *savefile );
56         virtual void            ReadFromSaveGame( idFile *savefile, idGameBearShootWindow* _game );
57
58         void                            SetMaterial(const char* name);
59         void                            SetSize( float _width, float _height );
60         void                            SetVisible( bool isVisible );
61
62         virtual void            Update( float timeslice );
63         virtual void            Draw(idDeviceContext *dc);
64
65 private:
66 };
67
68
69 class idGameBearShootWindow : public idWindow {
70 public:
71         idGameBearShootWindow(idUserInterfaceLocal *gui);
72         idGameBearShootWindow(idDeviceContext *d, idUserInterfaceLocal *gui);
73         ~idGameBearShootWindow();
74
75         virtual void            WriteToSaveGame( idFile *savefile );
76         virtual void            ReadFromSaveGame( idFile *savefile );
77
78         virtual const char*     HandleEvent(const sysEvent_t *event, bool *updateVisuals);
79         virtual void            PostParse();
80         virtual void            Draw(int time, float x, float y);
81         virtual const char*     Activate(bool activate);
82         virtual idWinVar *      GetWinVarByName (const char *_name, bool winLookup = false, drawWin_t** owner = NULL);
83
84 private:
85         void                            CommonInit();
86         void                            ResetGameState();
87
88         void                            UpdateBear();
89         void                            UpdateHelicopter();
90         void                            UpdateTurret();
91         void                            UpdateButtons();
92         void                            UpdateGame();
93         void                            UpdateScore();
94
95         virtual bool            ParseInternalVar(const char *name, idParser *src);
96
97 private:
98
99         idWinBool                       gamerunning;
100         idWinBool                       onFire;
101         idWinBool                       onContinue;
102         idWinBool                       onNewGame;
103
104         float                           timeSlice;
105         float                           timeRemaining;
106         bool                            gameOver;
107
108         int                                     currentLevel;
109         int                                     goalsHit;
110         bool                            updateScore;
111         bool                            bearHitTarget;
112
113         float                           bearScale;
114         bool                            bearIsShrinking;
115         int                                     bearShrinkStartTime;
116
117         float                           turretAngle;
118         float                           turretForce;
119
120         float                           windForce;
121         int                                     windUpdateTime;
122
123         idList<BSEntity*>       entities;
124
125         BSEntity                        *turret;
126         BSEntity                        *bear;
127         BSEntity                        *helicopter;
128         BSEntity                        *goal;
129         BSEntity                        *wind;
130         BSEntity                        *gunblast;
131 };
132
133 #endif //__GAME_BEARSHOOT_WINDOW_H__